Syndicate

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Note: This page is not yet approved. Any information contained within may not be official lore and is subject to change.


Origins

The first official public action taken by the Syndicate was the assassination of Viktor Iavarone, the CEO of Hephaestus Megacorporation in 2452. While the Trans-Solar Federation initially blamed the Union of Soviet Socialist Planets for the attack, it was the leader of the Gorlex Marauders, Euukho Zek'huil who ultimately took credit on behalf of the newly formed 'Syndicate'.

Over the next 5 years the syndicate claimed responsibility for over 4 dozen high profile assassinations ranging from CEOs of Mega Corporations, to political leaders within the Trans-Solar Federation itself. This culminated in the assassination of the president of the Trans-Solar Federation, Martin Dorneman in 2463. The resulting fall out led to a three-way conflict between the Trans-Solar Federation, the Syndicate and the Union of Soviet Socialist Planets. This conflict would come to be known as the Pod Wars.

[If we can get timeline to make sense insert SVS's role here]

Organization

The syndicate exists as an organization of groups with some overlapping goals, namely the downfall of NanoTrasen. The modern day Syndicate includes staff with branches within the organization, not entirely unlike Central Command. Unlike Central Command they have little control over their 'workers' which consist of volunteers and various groups from professional military organizations to Cluwnes.

Structure

The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm's divisions, however they are called branches so they are clearly different and not a copy of CentComm's organizational structure.

Branch Description
Operational Intelligence Intelligence gathering (similar to what they did at SVS).
War Operations Gorlax Emissaries (or Gorlax itself), trying to get different associated factions to cooperate.
Recruitment Finds companies to join, and recruits individuals and groups with extremist ideas. Also involved with fundraising. Fantastic at schmoozing donations. Would make fantastic car salesmen.
Cyber Warfare Manipulate CC crew manifests to get operatives where they need to be.

Notable Members

Company Description Role
Cybersun A Megacorporation known for their pens and bureaucracy. Their involvement in the Syndicate is only known to a select few. Afterall a company that sells pens trying to destroy the corporate behemoth that is NanoTrasen is ludicrous! Largest benefactor. Do not necessarily provide people but they fund most of the Syndicates budget.
Gorlex Marauders
Waffle Co.
Interdyne Does chemical and biological experiments. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in. Responsible for chemical and biological terrorism. The Syndicate provides Interdyne with funding for their experiments. Past experiments include the synthesis of romerol, and the creation of terror spiders.
JONK A knockoff of HONK Co. Gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.

Note: There are previous reports of Central Commands Central Intelligence Division working with Interdyne, to carry out projects vetoed by the Central Research Division, quid pro quo. Thankfully the Central Intelligence Division has investigated these reports and found them to be entirely unfounded.

Central Command Clones

These are clones of CC workers who were sent to NT stations and defected under extreme circumstances. Some of these are the only survivors of a station-wide slaughter at the hands of the death squad. They are unable to ever return to their previous lives. Most of these clones join the Syndicate. Either because they truly want to bring down NT and CC after what happened to them, or because they have no where else to go and the Syndicate offers some ‘witness’ protection.

CC will never outwardly admit that these individuals exist as it would discredit CC. However, the Central Intelligence Division continually tries to locate these individuals. If one is located the Central Special Operations Division is given the information and ensure that they are eliminated.


Associations

Revolutionaries

  • Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.
  • Syndicate implants a device into head revs’ brains. This device interacts with flashes (available on station). When the user flashes someone a secondary flash is sent simultaneously, this secondary flash penetrates the target’s mind and brainwashes them if there is no mindshield present.

Revenents

  • Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.
  • One dark priest will die during the ritual (It is random. Oftentimes many priests will partake in a ritual to get a reputation for completing a ritual while minimizing their chance of dying. Ie if there are 10 involved in a ritual each has a 10% chance of dying (and becoming a revenant which is pretty cool), or a 90% chance of showing their abilities, hurting NT, and getting some sick bragging rights)

Initial infected

  • Interdyne developed Romerol/ the Zombie virus
  • Syndicate finds/ recruits volunteers willing to sacrifice themselves for the cause. Syndicate gets them added to the crew manifest/ on station, and infects them. Their families are compensated.

Terror Spiders

  • The Syndicate funded Interdyne’s genetic experiments on xenomorphs. Somehow, whether a stroke of genius or a mislabelling of tubes, xeno and spider DNA was mixed creating the terror spiders. The Syndicate cannot control them, however they have some colonies and may purposely infest NT stations.

Wizard Federation

  • The Wizard Federation is it's own wave, and unfortunately the Syndicates are sometimes just along for the ride. Occasionally Wizards may find their way to Syndicate outposts or stations, and board to show off their supreme powers of annoyance. Syndicate personnel will generally do anything within their own, non-magical, power to convince Wizards to visit the nearest, more populated, NanoTrasen Station instead.